ModNation Racers
Car tune network.
Biff and Gary return to voice extensive tutorials for the character, kart and track editors, but you can get up and running very quickly without them. As Christian Donlan noted when we first met ModNation Racers, United Front favours accessibility over precision, but it's good to discover that the precision is also an option if you're prepared to dig around for it.
That arguably sets ModNation Racers well apart from the more intense LittleBigPlanet, which is no bad thing considering that you have three editors to worry about. Within minutes of beginning, I managed to put together a rabbit-eared, kaleidoscopic top hat-wearing nuke advocate with a lopsided grin, built him a steam-powered clockwork station-wagon with amped rear suspension to blast around in, and even failed miserably to recreate Mario Circuit 1 in the track editor.
For the latter, I printed off the layout from the internet and simply drove around in the little steamroller that lays down track. While the default view apes the driving perspective, and even shares many of its controls, it's also possible to watch from above, which is handy for measuring out turns. Test-driving and even test-racing is absurdly easy too.
In other words, it's not the game's fault my track didn't work out. The problem is that my thumbstick control is about as subtle as a foghorn with a pompadour, leading to some intriguingly shaped corners. Then I hit the wrong button, so rather than being left to sculpt the famous shortcut sandpit and position power-up spheres, the game filled in the blanks for me.
However, this was actually a blessing in disguise, because it introduced me to the game's autocomplete functionality. If you're laying out a track the editor overlays a faint grey line leading from where you are back to the start/finish line, and if you autocomplete then it simply picks an efficient route back there and puts the tarmac down for you. What's more, if you finish planting the track and aren't too fussed about what goes around it, the game will even add terrain variation, scenery, weather effects, power-ups and other props while you watch.
Away from the track and the drawing board, the game already seems coherent, with a nice hub world that lets you cruise between activities. It's arguably just a fancy menu, but it justifies itself by doubling up as a doorway to community.
The best and most popular cars and avatars are right there in the plaza as towering statues, you can kick off pickup races with friends you see driving around, there are DLC previews to watch on big screens and other feeds. It's sort of what PlayStation Home sounded like before it all went a bit "chilling out here on the deck".
Question marks still remain. It's easy to believe the developers' boasts that sharing and downloading content will be simple and speedy, but it's more difficult to accept that the relatively bland gameplay and stock track design are incidental just because the creativity of people who dig into the editors will steal our hearts.
Then again, it's tempting to give United Front the benefit of the doubt for another reason. The slate is blank again, yes, but the sweet-natured presentation, intuitive editor design and thoughtful labour-saving tools scattered across the game all suggest that the Canadian studio knows all about the blank slate - and the fact it's kart racing means it's more obvious what to put on the slate anyway.
You'll need to care, just as you did with LBP, but perhaps ModNation Racers' thoughtful design will put more of us onto the road of least resistance.
ModNation Racers is due out for PS3 in the US this May, and should be out in Europe around the same time.